League Of Legends – Patch 4.8 Notes

Another patch has surfaced and will be up in the real servers within couple of days. Stay tuned for more information regarding patch 4.8 and please remember to check up the patch breakdown which can be found above this text.

General

We investigated a few cases where turret aggro was behaving inconsistently. These changes should address most issues.

Champions can no longer drop turret aggro by entering stealth or using the summoner spell Flash

Turret aggro can now only be lost if a champion leaves its targeting range, dies, or enters a state of untargetability (eg: Zhonya’s, Elise Rappel, Vlad pool).

Champions

With popular utility champions providing additional utility beyond vision control and a body on the field, Blitzcrank needed some small upgrades to keep up. Given Blitz already has strong utility (gated by his long cooldowns), some mana cost reductions means he should be able to bring Amumu to your team more often.

Q – Rocket Grab

COST120 mana⇒100 mana

R – Static Field

This is a change we’ve wanted to do for some time, given how sad Cho gets when his meals flash away. Basically this means Cho’s Feast range will correctly match his attack range when he’s at 6 Feast Stacks. Nom nom nom nom nom nom nom!

R – Feast

Kha’Zix is currently strong at all levels of play, but when we discovered this bug (heh), we felt the right thing would be to fix it to work as intended, even if it meant giving him a slight buff. Long term, we’re still considering changes to Kha’Zix that allow him to retain his assassin playstyle without having the raw strength to brute force his way out of most situations.

E – Evolved Wings

KHA’ZIX FIX Fixed a bug where Evolved Wings had a longer cooldown than Leap – 24/22/20/18/16⇒22/20/18/16/14

We realize that high mobility mages are currently valued in the competitive landscape, but buffing Malz against his identity ends up flattening the role of a mage and inhibits other forms of role experimentation. Still, streamlining Nether Grasp’s mana cost to be in line with other high cooldown ultimates was a change Malz could use, so we heeded the call (… of the void).

R – Nether Grasp

Last patch, we made a functional change to Pantheon without documenting the change (sorry!). Before the change, Pantheon’s Grand Skyfall was dealing damage a full 0.5 seconds after he visually hit the ground, which was inconsistent (not to mention weird). Visually it’s confusing that Pantheon can stun opponents before he’s even finished landing from Grand Skyfall, so we made the change for Clarity purposes while also affecting his power. That said, we’ve heard a lot of your feedback that this hampers Pantheon’s ability to use Grand Skyfall effectively (or at all), and we’re going to keep a close eye on him in this patch.

R – Grand Skyfall

CLARITYPantheon can no longer cast spells until he’s finished landing

BUGFIXGrand Skyfall’s animation and damage now better match each other. The timing is unchanged from when the enemy indicator appears to when damage occurs, but Pantheon now visually lands 0.5 seconds later.

Starcall does less damage and Infuse costs mana when used on an enemy.

Soraka’s solo lane patterns are pretty obnoxious, as she can simply shove out opponents with Starcall while inhibiting their ability to fight back with her free Infuses. Soraka should be brought to a solo lane as someone who can consistently support her team, rather than dealing high ramping magic damage via Starcall.

Q – Starcall

DAMAGE60/95/130/165/200⇒40/65/90/115/140

UTILITY If Starcall hits an enemy, Astral Blessing’s cooldown is reduced by 5/6.25/7.5/8.75/10%⇒5/8/11/14/17%

Q – Aqua Prison

Q – Arctic Assault

BUGFIXFixed a bug where Arctic Assault would stop on collision with, but fail to knock up, really large enemy champions (Cho’Gath with 6 Feast stacks, Zac with a lot of bonus HP, large champions that were Wild Growth’d by Lulu, champions who weren’t watching their diet, etc)

Twisted Treeline and Crystal Scar

Twisted Treeline

Turrets

Turrets deal more damage and ramping damage, as well as having more defenses.

Currently on TT, turrets simply aren’t threatening enough to super-bruisers that stack armor and dive for their squishier teammates. While this change alone may not fix this, it’s the start of us enforcing turrets as a meaningful safety zone for players on the losing team. We’re also beefing up turret resists in the case of a siege – you can still ‘chip’ turrets over the course of a game before breaking them down in a big push, but we felt they could stay up a little longer.

Jungle Monsters

Large Monsters have way more HP, small monsters have slightly less.

The low base health on the original jungle camps in TT cuts their threat scaling significantly, making jungling a little too easy for anyone with a small amount of Attack Damage (or in 120% of all cases, Ravenous Hydra). We’ll be watching this closely as we don’t want junglers to feel hyper-vulnerable, but with the recent buffs to scaling jungle experience, we felt increasing the risk/commitment of the jungle was appropriate.

Big Golem health850⇒1250

Small Golem health550⇒500

Big Wolf health650⇒1150

Small Wolf health430⇒400

Big Wraith health550⇒1000

Small Wraith health380⇒350

Team Builder

Team Builder wins and losses are now added to total Normal wins and losses

Captains in Team Builder can now grant invite powers to invited friends

Upcoming Skins

The following skins will be released at various times throughout Patch 4.8: